mirror of
https://github.com/hrydgard/ppsspp.git
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160e2c4f9b
This will allow screens to influence the layout bounds in a unified way
290 lines
6.9 KiB
C++
290 lines
6.9 KiB
C++
#include <algorithm>
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#include "Common/Log.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/Request.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/Root.h"
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#include "Common/Render/DrawBuffer.h"
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static constexpr bool ClickDebug = false;
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UIScreen::UIScreen() : Screen() {
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lastOrientation_ = GetDeviceOrientation();
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}
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UIScreen::~UIScreen() {
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delete root_;
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}
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// This is the source of truth for orientation for configuration and rendering.
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DeviceOrientation UIScreen::GetDeviceOrientation() const {
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// TODO: On some platforms, we can do a more sophisticated check.
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return g_display.GetDeviceOrientation();
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}
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void UIScreen::DoRecreateViews() {
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if (!recreateViews_) {
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return;
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}
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std::lock_guard<std::recursive_mutex> guard(screenManager()->inputLock_);
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UI::PersistMap persisted;
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bool persisting = root_ != nullptr;
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if (persisting) {
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root_->PersistData(UI::PERSIST_SAVE, "root", persisted);
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}
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delete root_;
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root_ = nullptr;
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CreateViews();
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UI::View *defaultView = root_ ? root_->GetDefaultFocusView() : nullptr;
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if (defaultView && defaultView->GetVisibility() == UI::V_VISIBLE) {
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defaultView->SetFocus();
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}
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recreateViews_ = false;
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if (persisting && root_ != nullptr) {
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root_->PersistData(UI::PERSIST_RESTORE, "root", persisted);
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// Update layout and refocus so things scroll into view.
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// This is for resizing down, when focused on something now offscreen.
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UI::LayoutViewHierarchy(*screenManager()->getUIContext(), RootMargins(), root_, ignoreInsets_, ignoreBottomInset_);
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UI::View *focused = UI::GetFocusedView();
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if (focused) {
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root_->SubviewFocused(focused);
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}
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}
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// NOTE: We also wipe the requester token. It's possible that views were created with the old token, so any pending requests from them must be invalidated.
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WipeRequesterToken();
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}
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void UIScreen::touch(const TouchInput &touch) {
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if (!ignoreInput_ && root_) {
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UI::TouchEvent(touch, root_);
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}
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}
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void UIScreen::axis(const AxisInput &axis) {
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if (!ignoreInput_ && root_) {
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UI::AxisEvent(axis, root_);
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}
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}
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bool UIScreen::key(const KeyInput &key) {
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if (!ignoreInput_ && root_) {
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return UI::KeyEvent(key, root_);
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} else {
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return false;
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}
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}
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bool UIScreen::UnsyncTouch(const TouchInput &touch) {
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if (ClickDebug && root_ && (touch.flags & TouchInputFlags::DOWN)) {
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INFO_LOG(Log::System, "Touch down!");
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std::vector<UI::View *> views;
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root_->Query(touch.x, touch.y, views);
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for (auto view : views) {
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INFO_LOG(Log::System, "%s", view->DescribeLog().c_str());
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}
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}
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QueuedEvent ev{};
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ev.type = QueuedEventType::TOUCH;
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ev.touch = touch;
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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eventQueue_.push_back(ev);
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return false;
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}
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void UIScreen::UnsyncAxis(const AxisInput *axes, size_t count) {
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QueuedEvent ev{};
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ev.type = QueuedEventType::AXIS;
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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for (size_t i = 0; i < count; i++) {
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ev.axis = axes[i];
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eventQueue_.push_back(ev);
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}
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}
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bool UIScreen::UnsyncKey(const KeyInput &key) {
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bool retval = false;
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if (root_) {
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// TODO: Make key events async too. The return value is troublesome, though.
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switch (UI::UnsyncKeyEvent(key, root_)) {
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case UI::KeyEventResult::ACCEPT:
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retval = true;
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break;
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case UI::KeyEventResult::PASS_THROUGH:
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retval = false;
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break;
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case UI::KeyEventResult::IGNORE_KEY:
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return false;
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}
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}
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QueuedEvent ev{};
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ev.type = QueuedEventType::KEY;
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ev.key = key;
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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eventQueue_.push_back(ev);
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return retval;
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}
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void UIScreen::update() {
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DeviceOrientation orientation = GetDeviceOrientation();
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if (orientation != lastOrientation_) {
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RecreateViews();
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lastOrientation_ = orientation;
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}
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DoRecreateViews();
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while (true) {
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QueuedEvent ev{};
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{
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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if (!eventQueue_.empty()) {
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ev = eventQueue_.front();
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eventQueue_.pop_front();
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} else {
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break;
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}
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}
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if (ignoreInput_) {
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continue;
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}
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switch (ev.type) {
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case QueuedEventType::KEY:
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key(ev.key);
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break;
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case QueuedEventType::TOUCH:
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if (ClickDebug && (ev.touch.flags & TouchInputFlags::DOWN)) {
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INFO_LOG(Log::System, "Touch down!");
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std::vector<UI::View *> views;
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root_->Query(ev.touch.x, ev.touch.y, views);
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for (auto view : views) {
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INFO_LOG(Log::System, "%s", view->DescribeLog().c_str());
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}
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}
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touch(ev.touch);
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break;
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case QueuedEventType::AXIS:
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axis(ev.axis);
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break;
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}
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}
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if (root_) {
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DialogResult result = UpdateViewHierarchy(root_);
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if (result != DR_NONE) {
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TriggerFinish(result);
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}
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}
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}
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void UIScreen::deviceLost() {
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if (root_)
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root_->DeviceLost();
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}
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void UIScreen::deviceRestored(Draw::DrawContext *draw) {
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if (root_)
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root_->DeviceRestored(draw);
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}
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Bounds UIScreen::GetLayoutBounds(UIContext &dc) const {
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return dc.GetLayoutBounds(ignoreBottomInset_);
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}
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ScreenRenderFlags UIScreen::render(ScreenRenderMode mode) {
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DoRecreateViews();
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UIContext &uiContext = *screenManager()->getUIContext();
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if (root_) {
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UI::LayoutViewHierarchy(uiContext, RootMargins(), root_, ignoreInsets_, ignoreBottomInset_);
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}
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uiContext.PushTransform({translation_, scale_, alpha_});
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uiContext.Begin();
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DrawBackground(uiContext);
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if (root_) {
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root_->Draw(uiContext);
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}
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uiContext.Flush();
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DrawForeground(uiContext);
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uiContext.Flush();
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uiContext.PopTransform();
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return ScreenRenderFlags::NONE;
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}
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TouchInput UIScreen::transformTouch(const TouchInput &touch) {
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TouchInput updated = touch;
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float x = touch.x - translation_.x;
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float y = touch.y - translation_.y;
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// Scale around the center as the origin.
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updated.x = (x - g_display.dp_xres * 0.5f) / scale_.x + g_display.dp_xres * 0.5f;
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updated.y = (y - g_display.dp_yres * 0.5f) / scale_.y + g_display.dp_yres * 0.5f;
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return updated;
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}
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void UIScreen::TriggerFinish(DialogResult result) {
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// From here on, this dialog cannot receive input.
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ignoreInput_ = true;
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screenManager()->finishDialog(this, result);
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}
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bool UIDialogScreen::key(const KeyInput &key) {
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bool retval = UIScreen::key(key);
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if (!retval && (key.flags & KeyInputFlags::DOWN) && UI::IsEscapeKey(key)) {
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if (finished_) {
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ERROR_LOG(Log::System, "Screen already finished");
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} else {
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finished_ = true;
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TriggerFinish(DR_BACK);
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UI::PlayUISound(UI::UISound::BACK);
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}
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return true;
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}
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return retval;
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}
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void UIDialogScreen::sendMessage(UIMessage message, const char *value) {
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Screen *screen = screenManager()->dialogParent(this);
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if (screen) {
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screen->sendMessage(message, value);
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}
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}
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UIDialogScreen::~UIDialogScreen() {
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System_NotifyUIEvent(UIEventNotification::DIALOG_CLOSED);
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}
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bool UIScreen::IsOnTop() const {
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return screenManager()->topScreen() == this;
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}
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void UIScreen::OnBack(UI::EventParams &e) {
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TriggerFinish(DR_BACK);
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}
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void UIScreen::OnOK(UI::EventParams &e) {
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TriggerFinish(DR_OK);
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}
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void UIScreen::OnCancel(UI::EventParams &e) {
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TriggerFinish(DR_CANCEL);
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}
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